Hulk Smash!!Hulk - PL 13AbilitiesStrength 13/16*, Stamina 16, Agility 2, Dexterity 2, Fighting 7, Intellect -2, Awareness 1, Presence 0
* While raging/18 for lifting capacityAdvantagesAll-out Attack, Great Endurance, Improved Critical 2: Unarmed, Improved Grab, Improved Hold, Improved Smash, Power Attack, Ultimate Effort: Toughness Checks
SkillsClose Combat: Grab 3 (+10), Close Combat: Unarmed 3 (+10), Expertise (AWE): Survival 5 (+6), Expertise: Gamma Research 7 (+5), Expertise: Physics 7 (+5), Intimidation 13 (+15), Investigation 5 (+3), Perception 5 (+6), Ranged Combat: Throw 8 (+10), Technology 7 (+5)
PowersAstral Sight: Senses 1 (Detect: Astral (visual) 1)
Hulk Smash! (Penetrating 15)
Hulk!: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
Hulks Rage. .
Hulk Mad!!: Enhanced Strength 3 (+3 STR, Advantages: Improved Critical 2; Limited: Only while in a Rage)
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Hulk Mad!: Impervious Toughness 5 (Limited: Only while in a Rage)
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Immunity: Immunity 10 (Common Descriptor: Mental Effects; Limited: Only while in a Rage, Limited - Half Effect)
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Power-lifting: Power-lifting 2 (+2 STR for lifting; Limited: Only in a Rage)
Immunity: Immunity 10 (Disease, Environmental Condition: Cold, Environmental Condition: Heat, Fatigue Effects, Suffocation (All))
Impervious: Impervious Toughness 10Leaping: Leaping 13 (Leap 8 miles at 250 miles/hour in 2 minutes)
Thunder Clap (Hearing): Burst Area Affliction 13 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 23; Burst Area: 30 feet radius sphere)
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Ground Strike (movement): Burst Area Affliction 13 (Alternate; 1st degree: Hindered, 2nd degree: Prone, Resisted by: Fortitude, DC 23; Alternate Resistance: Dodge, Burst Area 2: 60 feet radius sphere; Instant Recovery, Limited: Attacker and Target must have contact with the ground, Limited Degree)
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Shockwave: Cone Area Damage 13 (Alternate; DC 28; Cone Area: 60 feet cone)
OffenseInitiative +2
Grab, +10 (DC Spec 26)
Ground Strike (movement): Burst Area Affliction 13 (DC Dog 23)
Shockwave: Cone Area Damage 13 (DC 28)
Throw, +10 (DC 31)
Thunder Clap (Hearing): Burst Area Affliction 13 (DC Fort 23)
Unarmed, +10 (DC 31)
ComplicationsHulks Rage: When hulk gets mad, irrationally so, he starts to loose control. The more control he looses the stronger he gets. And it's hard to stop him once he starts. He doesn't recognize friend from foe anymore.
Identity: Bruce banner can transform, uncontrollably into the Hulk. When not the Hulk, his strength and stamina are 0, his Intelligence is 8, and his Awareness is 2.
LanguagesEnglish
DefenseDodge 8, Parry 8, Fortitude 16, Toughness 16, Will 10
Power PointsAbilities 62 + Powers 98 + Advantages 7 + Skills 21 (63 ranks) + Defenses 20 = 208
Builders Notes:This is my version of the Hulk, for my Marvel Retcon. Which is more along the lines of the green hulk, he has some measure of control, and can exert some intelligence from his alter ego. Now Hulk I put on a level slightly above Thor, I really hate to say it.. But the hulk could probably flatten him out with a few good hits. Without raging, Thor has Hulk beat, but a raging hulk has the god of thunder beat, unless thor uses extra effort.
Now Hulk being able to hit someone, that is the trick! Being an unstoppable machine of damage, means he's not going to be all that accurate. But he is no slouch either.
I have always imagined that HULK, doesn't have alot of the usual Brick Immunities. But relies on his ungodly stamina instead, he can mimic all those things because he can just hold his breath for a real long time, or is just so resilient, it don't bother him like anyone else, but isn't right out immune.
I am not sure I modeled the Hulks rage correctly, any opinions or insight are welcome!